Dev Blog

Internal Milestone 003 – Experimentation

Posted on October 3, 2017

At the end of the last milestone post, I mentioned that we were going to focus on technical challenges for this milestone, but we realized that we were jumping the gun a little. One of the tasks we were planning was to stress test Unity with how many characters we could render on screen in a scene. We decided to push this off to a later date as we don’t have any finished characters or level art….which means a stress test at this point would be pretty useless. So for this milestone, we decided to focus on experimentation, both technical and design. read more

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Internal Milestone 002 – Gameplay Improvements

Posted on September 4, 2017

After finishing our first internal milestone at the end of July (which I talked about here [link]), we only had one playable level and all of the cameras we tested were pretty bare bones.

For our August milestone, we had two main goals:
1) Create a few more levels to play around in
2) Polish up the two cameras we decided to focus on after completing the last milestone

Levels

I ended up creating three new levels, each with a different purpose. read more

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Prototype Update – First Gameplay Demo

Posted on July 24, 2017

A few months ago we decided to switch from our in-house 2D engine to Unity. The main reason was that the 2D version was beginning to take form and we started to feel that it would really benefit from being in 3D. This decision was made mainly so that we could put a better emphasis on lighting and varying elevation in the areas.

We were pretty confident that it would transfer to 3D, as there are many other games in this genre that already pull off 3D gameplay, but it’s always hard to tell without actually sitting down and playing it for yourself. We wanted to get this gameplay demo up and running quickly with minimal art and programming time. In this demo, we put together just one level and then did a rough initial pass of player controls, one AI character and focused most of our attention on trying out different camera setups. read more

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Grant Application Tips (after a first attempt failure)

Posted on April 24, 2017

In early October (2016), I submitted an application for a grant from the Ontario Media Development Corporation (OMDC).  They have many grants available, but the one I focused on was for the Interactive Digital Media (IDM) Fund – Concept Definition (aka a Prototype), which is typically offered twice a year (April-ish and October-ish deadlines).

This grant is extremely competitive and unfortunately we did not receive the grant. A few months ago (February 2017), I had a follow-up discussion with a member of OMDC and received some great feedback on my application and why the professional council did not recommend us for the grant. Below are eight things I found helpful from that discussion and just going through the process. read more

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PlayStation here we come!

Posted on August 8, 2016

Equilibrium Systems is now an official developer for the PlayStation family of consoles!

We are still not ready to release any details about the game we are working on, but you can bet that you’ll be seeing it released on the Vita and PS4!

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Projects

Click on each project image for more information

Gunhead PS5 Port

Developed by Alientrap Games and scheduled to be released Nov. 7, 2023 on PS5.

Rocket Rumble Ports

Developed by PixelNAUTS Games and scheduled to be released in 2023. Platforms to be annouced at a later date.

Soundfall Ports

Developed by Drastic Games and released May 11th, 2022 on PlayStation 4, PlayStation 5, Nintendo Switch, Xbox One, Xbox Series X|S, and Steam

JankBrain

Developed by Log Games and published by Equilibrium Systems. Released on January 20th, 2022 on the Nintendo Switch. Press contact: contact@equilibriumsystems.com

Epic Dumpster Bear 2

Developed by Log Games and published by Equilibrium Systems. Released on January 6th, 2022 on the Nintendo Switch. Press contact: contact@equilibriumsystems.com

Phantom Compass General Programming

We are working with Phantom Compass on "Rollers of the Realm: Reunion". Scheduled to be released in 2022.

Moonray Studios General Programming

We are working with Moonray Studios on an unannounced project.

Alientrap Games Console Ports

Working with the team at Alientrap to bring multiple projects to multiple consoles.

Chivalry 2 General Programming

Developed by Torn Banner Studios and scheduled to be released on June 8, 2021.

A Fold Apart Ports

Developed by Lightning Rod Games and released April 17th, 2020 on Nintendo Switch, PlayStation 4, Xbox One, and Apple Arcade (iOS, Apple TV, Mac)

Lost Orbit: Terminal Velocity Ports

Developed by PixelNAUTS Games and released July 16, 2019 on Nintendo Switch, PlayStation 4, Xbox One, and Steam (PC/Mac/Linux)

Careers

Please email us at jobs@equilibriumsystems.com with the job title as the subject to apply. Attach a resume/CV/portfolio link within the email.

Click the job title for more details about the position.

Programming

None

Art

None

Design

None

Audio

None

Production

None

About

Equilibrium Systems is a game development company founded in 2016 and based in Mississauga, Ontario. The name "Equilibrium" was chosen because we believe that to create successful interactive media, you need to balance many creative disciplines (art, design, programming, audio, production). "Equilibrium" was also chosen because we believe in balancing work with many other enjoyments of life.

Mission

Our mission is to be a source of engaging and enjoyable interactive media. We will strive to deliver high quality software to customers while maintaining a balanced quality of life for our employees. Our motto is to work smarter, not longer.

Companies We've Worked With

Kabam
Phantom Compass Eden Industries
Drastic Games Moonray Studios
Alientrap Games Lightning Rod Games
Torn Banner Games PixelNAUTS Games

Platform Porting

We want your studio achieve it’s goals and we offer a few different packages of increasing support to do that.

Packages

Pre-Certification Package

In this package, we will work with you to get your game functional on the platform(s) of your choice. This package does not include optimizations, platform specific bug fixes, or any setup of publishing settings. In general, this package includes the following:

  • Platform Plugin setup and integration
  • Input support
  • Networking (i.e. online multiplayer) (if required)
  • Save/Load System
  • Achievement/Trophy System (if required)
  • Cloud Storage (if required)
  • User Stats (if required)
  • Support for all desired play modes (i.e. handheld vs. docked)

Certification Package

This package includes everything from the Pre-Certification Package, plus we will assist in passing any technical certification requirements that the platform may have and work with you to optimize the game for that platform. In addition to what was described in the Pre-Certification Package, this package generally includes the following:

  • Leaderboards (if required)
  • Asset bundles (if required)
  • Platform specific technical requirements (i.e. error messages, user management, stability, etc…)
  • Platform specific optimizations
  • Certification build settings and packaging
  • Publisher website setup (if required)
  • Full certification Quality Assurance test pass

Certification Plus Package

This package includes everything in the Pre-Certification and Certification Package, with additional support for up to two patches if required. In general, this package additionally includes the following:

  • Ensure the game is optimized for patches before entering certification for the first time
  • Determine what files need to be included in the patch
  • Manage the build settings and packaging of both patches
  • Support for additional content (downloadable content) (if required)

Process

  1. Reach out to us and we will sign NDA’s to ensure that all information about your project remains strictly confidential.
  2. We will have a meeting to discuss your goals and requirements for the project.
  3. We will evaluate your codebase and determine the full scope of your project.
  4. A contract proposal will be sent to you upon completion of our evaluation with a quote of our monthly rate along with an estimate of how long the project could take.
  5. The contract is signed and we begin work!

Platforms

We specialize in porting Unity and Unreal Engine games from PC to PlayStation 4, PlayStation 5, Nintendo Switch, XBox One, XBox Series X|S, and Apple Arcade.

Our studio is currently a licensed developer for Microsoft, Nintendo, Sony, Steam and Apple platforms.

Please contact us here so we can discuss your project in more detail!

General Programming

Our programming team has many years of experience in the game industry and has shipped games using a wide variety of engines.

Here is a list of some of the areas our team has experience with:

  • Unity
  • Unreal Engine
  • Debugging
  • Gameplay/AI Programming
  • User Interfaces
  • Console Ports
  • Tools

We can assist you to develop that killer prototype or with that final push to get your game out the door. Our programming services can be retained on an hourly rate or a flat rate, depending on the needs of your project.

Please contact us here so we can discuss your project in more detail!

Quality Assurance

Our team has many years of experience testing games on a variety of levels:

  • Platform Technical Certification Requirement testing
  • Developing and running test plans
  • White box testing (we examine your code)
  • Black box testing (we don’t know what your code is doing)
  • Platform specific testing

Our quality assurance services can be retained on an hourly rate or a flat rate, depending on the needs of your project.

Please contact us here so we can discuss your project in more detail!

Intermediate AI Programmer

Job Description:

Position Type: Contract (Approx. 4-6 months), Full-time (35 hr/week)
Location of position: Remote
Eligibility: Can work in Canada (no visa required)
Start Date: Early November
Salary: Competitive, Negotiable

In this position, you will help to develop the features that control non-player characters in a 3D environment (e.g.: enemy actions and behaviours). The game is being developed using Unity. This is a full-time position, but your work schedule can be flexible. We use typical tools to communicate such as Slack and Trello. This contract also has the potential to turn into a full-time position.

Responsibilities:

  • Compile and understand the AI needs of the creative director and game designers so as to develop the requested features and asses their technical feasibility
  • Collaborate with designers and animators
  • Code in a clear and structured way, taking into account performance, maintenance, and compatibility requirements
  • Determine and correct the AI bugs identified by people from other disciplines and the quality control team
  • Document the work so as to transfer knowledge and enable users (from other disciplines) to understand how to use the new AI systems and functionalities
  • Participate in team communications (email, instant messages, video calls) during core business hours
  • Carry out all other related tasks

Training:

Bachelor of Computer Science or Software Engineering, or equivalent training or experience;

Experience:

  • Minimum 3+ years’ AI programming experience, in the video game industry
  • Game industry experience, must have shipped a minimum of 1 title as an AI Programmer
  • Fluent in C# language
  • Unity game engine experience preferred, but not mandatory
  • A good understanding of modern AI techniques used in 3D games (such as Behaviour Trees, Pathfinding, State Machines, etc...)
  • Familiarity with Online AI bots an advantage
  • Console experience is a plus

Other skills:

  • Problem-solving skills
  • Good communication and interpersonal skills
  • Strong linear algebra and calculus
  • Autonomous and resourceful
  • Ability to take initiative
  • Ability to work as part of a team

Equilibrium Systems welcomes applications from all interested parties.

Please email us at jobs@equilibriumsystems.com with the job title as the subject to apply. Attach a resume/CV/portfolio link within the email.

Junior Software Engineer

Job Description:

Position Type: Full-time (35 hr/week)
Location of position: Mississauga, ON (primarily remote)
Eligibility: Can work in Canada (no visa required)
Start Date: September 2021
Salary: Competitive, Negotiable

In this position, you will be porting games for our clients to a variety of video game platforms. Our studio primarily focuses on porting games that use existing game engines (Unity/Unreal) to consoles (PlayStation, Microsoft, Nintendo). We may also port games to other platforms (i.e. Apple/mobile/Steam/Epic Game Store). When you are not porting games, you will be working on internal game projects using Unity or conducting self guided research to improve your skills.

This is a full-time position, with a flexible work schedule. Due to this position requiring the use of development kits, this position may require some time in the office, but will be primarily remote. We currently do not have an office space, but it will be within walking distance of either the Clarkson or Port Credit GO train stations in Mississauga. We use common tools such as Discord and Trello to communicate.

Responsibilities:

  • Code in a clear and structured way, taking into account performance, maintenance, and compatibility requirements
  • Flexibility to adjust your coding style to meet the needs of any client.
  • Ability to read and understand technical documents
  • Collaborate with other members of the team to solve problems
  • Determine and correct the bugs identified by people from other disciplines and the quality control team
  • Document the work so as to transfer knowledge back to our team in order to allow us to work more efficiently on future projects
  • Participate in team communications (email, instant messages, video calls) during core business hours
  • Carry out all other related tasks

Training:

Bachelor of Computer Science or Software Engineering, or equivalent training or experience;

Experience:

  • Fluent in C#
  • Fluent in C++
  • Strong knowledge of debugging, profiling and memory management
  • Excellent understanding of Object Oriented Programming concepts
  • Knowledge of networking a plus
  • Unity game engine experience preferred, but not mandatory
  • Unreal Engine experience preferred, but not mandatory

Other skills:

  • Problem-solving skills
  • Good communication and interpersonal skills
  • Strong linear algebra and calculus
  • Autonomous and resourceful
  • Ability to take initiative
  • Ability to work as part of a team
  • A passion for video games!

Equilibrium Systems welcomes applications from all interested parties.

Please email us at jobs@equilibriumsystems.com with the job title as the subject to apply. Attach a resume/CV/portfolio link within the email.